This is Part 2 of a series of articles on Strand Games' IF authoring technology called Strand. Strand is a domain specific IF language and runtime.

Last time, we saw how Terms and Flow can generate random stories. Now we'll see how the same mechanism builds choices.

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This is Part 1 of a series of articles on Strand Games' IF authoring technology called Strand. Strand is a domain specific IF language and runtime.

With it, you can easily make parser IF, choice IF and anything in between with no programming. Deploy to mobile, desktop or the web with a GUI supporting pictures, animation and sound.

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A while back we promised inverted colours; that's light text on a dark background, as opposed to the (now usual) dark text on a light background. Of course, the original games were all played in this light on dark mode, so it's pretty cool - even if you don't have a black iPhone to go with it.

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If you've written a game in ChoiceScript, you can now run it under Brahman and turn it into a deployable product with a graphic UI for both desktops and mobile.

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The Guild of Thieves (1987) was the second game published by Magnetic Scrolls. It was very popular and did a lot of things right.

The Guild has a simple overall game mechanic and was what Scrolls called a "collect the treasures game". Although this phrase somewhat oversimplifies the story, there are some important aspects to this approach that significantly contribute to overall popularity;

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I thought I would cover a high-level overview of the Brahman system.

Brahman is a collection of technologies that together make a game system. Here, we're covering just the runtime and not the authoring tools.

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Yesterday I had a great meeting with Rob Steggles, author of several original Magnetic Scrolls games.

We talked about the possibilities of making expanded, extended, updated or even sequel versions of some of the original Scrolls games; things Rob always wanted to do back then but we couldn't be...

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